Abstract
This paper offers an overview of the requirements of serious games to support occupational engagement for people at age 50 and above, and the features for such a serious game. A comprehensive literature revision and a questionnaire to 23 active in the field health professionals of the Valparaiso region (Chile) were performed. In the end, among the various requirements stated, primary requirements were the evaluation of adaptation skills and organizing space and objects skills as well as of information exchange skills and coordination skills, with respect to occupation-based interventions and routines within a social context. Afterwards, some primary features were stated, such as the use of intelligent tutoring systems, adaptability, difficulty balance, real-time strategy, non linear stories, and spatial, temporal and adversaries reasoning. In the discussion about the features, issues of purpose, strategy and the personalization of a serious game for people aged 50 and older were specified in detail
Highlights
Serious games, that engage users and contribute to achieving well-defined and more significant purposes than pure entertainment [1,2], have considerably increased their capabilities in recent years
This paper offers an overview of the requirements of serious games to support occupational engagement for people at age 50 and above, and the features for such a serious game
We report a pre-backlog of requirements from health professionals of the Valparaíso region that will mostly be embracing serious games by means of a questionnaire
Summary
That engage users and contribute to achieving well-defined and more significant purposes than pure entertainment [1,2], have considerably increased their capabilities in recent years. A serious game is defined as “a mental contest, played with a computer in accordance with specific rules, that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives” [3]. Serious games as such were started to be applied in training, for example, in battle simulations for military training [2, 4]. Most of them have been developed from techniques and methods proposed in the last century [5,6]. Serious games are increasingly incorporating computational methods that can process information and profiles tailored to the interests of people 50 years and above, and potentially improve the use of existing technologies to support therapeutic intervention practices. As the elderly population is steadily growing, the labor force participation of the generations will decrease for the labor supply, dramatically affecting the future development of national economies and productivity
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